Adversarial Search and Games

Total Page:16

File Type:pdf, Size:1020Kb

Adversarial Search and Games Adversarial Search Game Playing An AI Favorite • structured task, often a symbol of “intelligence” • clear definition of success and failure • does not require large amounts of knowledge (at first glance) • focus on games of perfect information • multiplayer, chance Game Playing Initial State is the initial board/position Successor Function defines the set of legal moves from any position Terminal Test determines when the game is over Utility Function gives a numeric outcome for the game For chess, only win, lose, draw. Backgammon: +192 to -192. Partial Search Tree for Tic-Tac-Toe MAX(X) x x x MIN(O) x x x x x x x o x o x … MAX(X) o x o x x o x o … MIN(O) x x x … … … … x o x x o x x o x TERMINAL o x o o x x … o x x o x o o UTILITY -1 0 +1 Game Playing as Search MAX A1 A3 A2 MIN A11 13 21 23 22 31 32 33 3 12 8 2 4 6 14 5 Two Ply Simplified Minimax Algorithm 1. Expand the entire tree below the root. 2. Evaluate the terminal nodes as wins for the minimizer or maximizer (i.e. utility). 3. Select an unlabeled node, n, all of whose children have been assigned values. If there is no such node, we're done --- return the value assigned to the root. 4. If n is a minimizer move, assign it a value that is the minimum of the values of its children. If n is a maximizer move, assign it a value that is the maximum of the values of its children. Return to Step 3. Another Example MAX A1 A3 A2 MIN A11 13 21 23 22 31 32 33 3 12 8 2 4 6 14 5 According to minimax, which action to take? A=A1 B=A2 C=A3 Another Example MAX A1 A3 A2 MIN A11 13 21 23 22 31 32 33 3 12 8 2 4 6 14 5 Minimax function MINIMAX-DECISION(game) returns an operator for each op in OPERATORS[game]do VALUE[op]←MINIMAX-VALUE(APPLY(op,game),game) end return the op with the highest VALUE[op] function MINIMAX-VALUE(state,game) returns a utility value if TERMINAL-TEST[game](state) then return UTILITY[game](state) else if MAX is to move in state then return the highest MINIMAX-VALUE of SUCCESSORS(state) else return the lowest MINIMAX-VALUE of SUCCESSORS(state) Improving Minimax: Pruning Idea: Avoid generating the whole search tree Approach: Analyze which subtrees have no influence on the solution Search = best choice (highest) found so far for max, initially - = best choice (lowest) found so far for min , initially + Features of Evolution Player Opponent m .. .. Player Opponent n If m is better than n for Player, never get to n in play. Search Algorithm Search Space Size Reductions Worst Case: In an ordering where worst options evaluated first, all nodes must be examined. Best Case: If nodes ordered so that the best options are evaluated first, then what? The Need for Imperfect Decisions Problem: Minimax assumes the program has time to search to the terminal nodes. Solution: Cut off search earlier and apply a heuristic evaluation function to the leaves. Static Evaluation Functions Minimax depends on the translation of board quality into single, summarizing number. Difficult. Expensive. • Add up values of pieces each player has (weighted by importance of piece). • Isolated pawns are bad. • How well protected is your king? • How much maneuverability to you have? • Do you control the center of the board? • Strategies change as the game proceeds. Design Issues for Heuristic Minimax Evaluation Function: Need to be carefully crafted and depends on game! What criteria should an evaluation function fulfill? Linear Evaluation Functions • w f w f ... w f 1 1 2 2 nn • This is what most game playing programs use • Steps in designing an evaluation function: 1. Pick informative features. 2. Find the weights that make the program play well Design Issues for Heuristics Minimax Search: search to a constant depth What are problems with constant search depth? Backgammon Board 0 1 2 3 4 5 6 7 8 9 10 11 12 25 24 23 22 21 20 19 18 17 16 15 14 13 Backgammon - Rules • Goal: move all of your pieces off the board before your opponent does. • Black moves counterclockwise toward 0. • White moves clockwise toward 25. • A piece can move to any position except one where there are two or more of the opponent's pieces. • If it moves to a position with one opponent piece, that piece is captured and has to start it's journey from the beginning. Backgammon - Rules • If you roll doubles you take 4 moves (example: roll 5,5, make moves 5,5,5,5). • Moves can be made by one or two pieces (in the case of doubles by 1, 2, 3 or 4 pieces) • And a few other rules that concern bearing off and forced moves. 0 1 2 3 4 5 6 7 8 9 10 11 12 White has rolled 6-5 and has 4 legal moves: (5-10,5-11), (5-11,19-24), (5-10,10-16) and (5-11,11-16). 25 24 23 22 21 20 19 18 17 16 15 14 13 Game Tree for Backgammon MAX DICE … … … … … 1/36 1/18 1,1 1,2 6,5 6,6 MIN … … … … DICE C … … … … … 1/18 1,2 … 6,5 6,6 … … … TERMINAL Expectiminimax Expectiminimax(n) = Utility(n) for n, a terminal state for n, a Max node maxs Succ(n) expectiminimax(s ) for n, a Min node mins Succ(n) expectiminimax(s ) for n, a chance node s Succ() n P( s )*expectiminimax( s ) Evaluation function A1 A2 2.1 1.3 21 40.9 .9 .1 .9 .1 2 3 1 4 20 30 40 State of the Art in Backgammon • 1980: BKG using two-ply (depth 2) search and lots of luck defeated the human world champion. • 1992: Tesauro combines Samuel's learning method with neural networks to develop a new evaluation function (search depth 2-3), resulting in a program ranked among the top 3 players in the world. State of the Art in Checkers • 1952: Samuel developed a checkers program that learned its own evaluation function through self play. • 1990: Chinook (J. Schaeffer) wins the U.S. Open. At the world championship, Marion Tinsley beat Chinook. • 2005: Schaeffer et al. solved checkers for “White Doctor” opening (draw) (about 50 other openings). State of the Art in Go Large branching factor makes regular search methods inappropriate. Best computer Go programs ranked only “weak amateur”. Employ pattern recognition techniques and limited search. $2,000,000 prize available for first computer program to defeat a top level player. History of Chess in AI 500 Legal chess 1200 Occasional player 2000 World-ranked 2900 Gary Kasparov Early 1950's Shannon and Turing both had programs that (barely) played legal chess (500 rank). 1950's Alex Bernstein's system, (500 + ε) 1957 Herb Simon claims that a computer chess program would be world chess champion in 10 years...yeah, right. 1966 McCarthy arranges computer chess match, Stanford vs. Russia. Long, drawn-out match. Russia wins. 1967 Richard Greenblatt, MIT. First of the modern chess programs, MacHack (1100 rating). 1968 McCarthy, Michie, Papert bet Levy (rated 2325) that a computer program would beat him within 10 years. 1970 ACM started running chess tournaments. Chess 3.0-6 (rated 1400). 1973 By 1973...Slate: “It had become too painful even to look at Chess 3.6 any more, let alone work on it.” 1973 Chess 4.0: smart plausible-move generator rather than speeding up the search. Improved rapidly when put on faster machines. 1976 Chess 4.5: ranking of 2070. 1977 Chess 4.5 vs.~Levy. Levy wins. 1980's Programs depend on search speed rather than knowledge (2300 range). 1993 DEEP THOUGHT: Sophisticated special-purpose computer; search; searches 10-ply; singular extensions; rated about 2600. 1995 DEEP BLUE: searches 14-ply; iterative deepening search; considers 100-200 billion positions per move; regularly reaches depth 14; evaluation function has 8000+ features; singular extensions to 40-ply; opening book of 4000 positions; end-game database for 5-6 pieces. 1997 DEEP BLUE: first match won against world-champion (Kasparov). 2002 IBM declines re-match. FRITZ played world champion Vladimir Kramnik. 8 games. Ended in a draw. Concludes “Search” • Uninformed search: DFS / BFS / Uniform cost search time / space complexity size search space: up to approx. 1011 nodes special case: Constraint Satisfaction / CSPs generic framework: variables & constraints backtrack search (DFS); propagation (forward-checking / arc-consistency, variable / value ordering Informed Search: use heuristic function guide to goal Greedy best-first search A* search / provably optimal 25 Search space up to approximately 10 Local search Greedy / Hillclimbing Simulated annealing Tabu search Genetic Algorithms / Genetic Programming 100 1000 search space 10 to 10 Aversarial Search / Game Playing 10 minimax Up to ~10 nodes, 6–7 ply in chess. 20 alpha-beta pruning Up to ~10 nodes, 14 ply in chess. provably optimal Search and AI Why such a central role? • Basically, because lots of tasks in AI are intractable. Search is “only” way to handle them. • Many applications of search, in e.g., Learning / Reasoning / Planning / NLU / Vision • Good thing: much recent progress (1030 quite feasible; sometimes up to 101000). Qualitative difference from only a few years ago! .
Recommended publications
  • Adversarial Search
    Adversarial Search In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. Outline 1. Games 2. Optimal Decisions in Games 3. Alpha-Beta Pruning 4. Imperfect, Real-Time Decisions 5. Games that include an Element of Chance 6. State-of-the-Art Game Programs 7. Summary 2 Search Strategies for Games • Difference to general search problems deterministic random – Imperfect Information: opponent not deterministic perfect Checkers, Backgammon, – Time: approximate algorithms information Chess, Go Monopoly incomplete Bridge, Poker, ? information Scrabble • Early fundamental results – Algorithm for perfect game von Neumann (1944) • Our terminology: – Approximation through – deterministic, fully accessible evaluation information Zuse (1945), Shannon (1950) Games 3 Games as Search Problems • Justification: Games are • Games as playground for search problems with an serious research opponent • How can we determine the • Imperfection through actions best next step/action? of opponent: possible results... – Cutting branches („pruning“) • Games hard to solve; – Evaluation functions for exhaustive: approximation of utility – Average branching factor function chess: 35 – ≈ 50 steps per player ➞ 10154 nodes in search tree – But “Only” 1040 allowed positions Games 4 Search Problem • 2-player games • Search problem – Player MAX – Initial state – Player MIN • Board, positions, first player – MAX moves first; players – Successor function then take turns • Lists of (move,state)-pairs – Goal test
    [Show full text]
  • Artificial Intelligence Spring 2019 Homework 2: Adversarial Search
    Artificial Intelligence Spring 2019 Homework 2: Adversarial Search PROGRAMMING In this assignment, you will create an adversarial search agent to play the 2048-puzzle game. A demo of ​ ​ the game is available here: gabrielecirulli.github.io/2048. ​ ​ I. 2048 As A Two-Player Game ​ II. Choosing a Search Algorithm: Expectiminimax ​ III. Using The Skeleton Code ​ IV. What You Need To Submit ​ V. Important Information ​ VI. Before You Submit ​ I. 2048 As A Two-Player Game 2048 is played on a 4×4 grid with numbered tiles which can slide up, down, left, or right. This game can ​ ​ be modeled as a two player game, in which the computer AI generates a 2- or 4-tile placed randomly on the board, and the player then selects a direction to move the tiles. Note that the tiles move until they either (1) collide with another tile, or (2) collide with the edge of the grid. If two tiles of the same number collide in a move, they merge into a single tile valued at the sum of the two originals. The resulting tile cannot merge with another tile again in the same move. Usually, each role in a two-player games has a similar set of moves to choose from, and similar objectives (e.g. chess). In 2048 however, the player roles are inherently asymmetric, as the Computer AI ​ ​ places tiles and the Player moves them. Adversarial search can still be applied! Using your previous experience with objects, states, nodes, functions, and implicit or explicit search trees, along with our skeleton code, focus on optimizing your player algorithm to solve 2048 as efficiently and consistently ​ ​ as possible.
    [Show full text]
  • Adversarial Search
    Artificial Intelligence CS 165A Oct 29, 2020 Instructor: Prof. Yu-Xiang Wang ® ExamplEs of heuristics in A*-search ® GamEs and Adversarial SEarch 1 Recap: Search algorithms • StatE-spacE diagram vs SEarch TrEE • UninformEd SEarch algorithms – BFS / DFS – Depth Limited Search – Iterative Deepening Search. – Uniform cost search. • InformEd SEarch (with an heuristic function h): – Greedy Best-First-Search. (not complete / optimal) – A* Search (complete / optimal if h is admissible) 2 Recap: Summary table of uninformed search (Section 3.4.7 in the AIMA book.) 3 Recap: A* Search (Pronounced “A-Star”) • Uniform-cost sEarch minimizEs g(n) (“past” cost) • GrEEdy sEarch minimizEs h(n) (“expected” or “future” cost) • “A* SEarch” combines the two: – Minimize f(n) = g(n) + h(n) – Accounts for the “past” and the “future” – Estimates the cheapest solution (complete path) through node n function A*-SEARCH(problem, h) returns a solution or failure return BEST-FIRST-SEARCH(problem, f ) 4 Recap: Avoiding Repeated States using A* Search • Is GRAPH-SEARCH optimal with A*? Try with TREE-SEARCH and B GRAPH-SEARCH 1 h = 5 1 A C D 4 4 h = 5 h = 1 h = 0 7 E h = 0 Graph Search Step 1: Among B, C, E, Choose C Step 2: Among B, E, D, Choose B Step 3: Among D, E, Choose E. (you are not going to select C again) 5 Recap: Consistency (Monotonicity) of heuristic h • A heuristic is consistEnt (or monotonic) provided – for any node n, for any successor n’ generated by action a with cost c(n,a,n’) c(n,a,n’) • h(n) ≤ c(n,a,n’) + h(n’) n n’ – akin to triangle inequality.
    [Show full text]
  • Best-First and Depth-First Minimax Search in Practice
    Best-First and Depth-First Minimax Search in Practice Aske Plaat, Erasmus University, [email protected] Jonathan Schaeffer, University of Alberta, [email protected] Wim Pijls, Erasmus University, [email protected] Arie de Bruin, Erasmus University, [email protected] Erasmus University, University of Alberta, Department of Computer Science, Department of Computing Science, Room H4-31, P.O. Box 1738, 615 General Services Building, 3000 DR Rotterdam, Edmonton, Alberta, The Netherlands Canada T6G 2H1 Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-®rst pro- cedure, for searching minimax trees. SSS*, with its best-®rst search strategy, reportedly offers the potential for more ef®cient search. However, the complex formulation of the al- gorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search ef®ciency of ªsmartº best-®rst SSS* has cast doubt on the effectiveness of ªdumbº depth-®rst Alpha-Beta. This paper presents a simple framework for calling Alpha-Beta that allows us to create a variety of algorithms, including SSS* and DUAL*. In effect, we formulate a best-®rst algorithm using depth-®rst search. Expressed in this framework SSS* is just a special case of Alpha-Beta, solving all of the perceived drawbacks of the algorithm. In practice, Alpha-Beta variants typically evaluate less nodes than SSS*. A new instance of this framework, MTD(ƒ), out-performs SSS* and NegaScout, the Alpha-Beta variant of choice by practitioners. 1 Introduction Game playing is one of the classic problems of arti®cial intelligence.
    [Show full text]
  • General Branch and Bound, and Its Relation to A* and AO*
    ARTIFICIAL INTELLIGENCE 29 General Branch and Bound, and Its Relation to A* and AO* Dana S. Nau, Vipin Kumar and Laveen Kanal* Laboratory for Pattern Analysis, Computer Science Department, University of Maryland College Park, MD 20742, U.S.A. Recommended by Erik Sandewall ABSTRACT Branch and Bound (B&B) is a problem-solving technique which is widely used for various problems encountered in operations research and combinatorial mathematics. Various heuristic search pro- cedures used in artificial intelligence (AI) are considered to be related to B&B procedures. However, in the absence of any generally accepted terminology for B&B procedures, there have been widely differing opinions regarding the relationships between these procedures and B &B. This paper presents a formulation of B&B general enough to include previous formulations as special cases, and shows how two well-known AI search procedures (A* and AO*) are special cases o,f this general formulation. 1. Introduction A wide class of problems arising in operations research, decision making and artificial intelligence can be (abstractly) stated in the following form: Given a (possibly infinite) discrete set X and a real-valued objective function F whose domain is X, find an optimal element x* E X such that F(x*) = min{F(x) I x ~ X}) Unless there is enough problem-specific knowledge available to obtain the optimum element of the set in some straightforward manner, the only course available may be to enumerate some or all of the elements of X until an optimal element is found. However, the sets X and {F(x) [ x E X} are usually tThis work was supported by NSF Grant ENG-7822159 to the Laboratory for Pattern Analysis at the University of Maryland.
    [Show full text]
  • Adversarial Search (Game)
    Adversarial Search CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2019 Soleymani “Artificial Intelligence: A Modern Approach”, 3rd Edition, Chapter 5 Most slides have been adopted from Klein and Abdeel, CS188, UC Berkeley. Outline } Game as a search problem } Minimax algorithm } �-� Pruning: ignoring a portion of the search tree } Time limit problem } Cut off & Evaluation function 2 Games as search problems } Games } Adversarial search problems (goals are in conflict) } Competitive multi-agent environments } Games in AI are a specialized kind of games (in the game theory) 3 Adversarial Games 4 Types of Games } Many different kinds of games! } Axes: } Deterministic or stochastic? } One, two, or more players? } Zero sum? } Perfect information (can you see the state)? } Want algorithms for calculating a strategy (policy) which recommends a move from each state 5 Zero-Sum Games } Zero-Sum Games } General Games } Agents have opposite utilities } Agents have independent utilities (values on outcomes) (values on outcomes) } Lets us think of a single value that one } Cooperation, indifference, competition, maximizes and the other minimizes and more are all possible } Adversarial, pure competition } More later on non-zero-sum games 6 Primary assumptions } We start with these games: } Two -player } Tu r n taking } agents act alternately } Zero-sum } agents’ goals are in conflict: sum of utility values at the end of the game is zero or constant } Perfect information } fully observable Examples: Tic-tac-toe,
    [Show full text]
  • Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
    Trees Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke Department of Computer Science & Engineering University of Nebraska|Lincoln Lincoln, NE 68588, USA [email protected] http://cse.unl.edu/~cbourke 2015/01/31 21:05:31 Abstract These are lecture notes used in CSCE 156 (Computer Science II), CSCE 235 (Dis- crete Structures) and CSCE 310 (Data Structures & Algorithms) at the University of Nebraska|Lincoln. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 1 Contents I Trees4 1 Introduction4 2 Definitions & Terminology5 3 Tree Traversal7 3.1 Preorder Traversal................................7 3.2 Inorder Traversal.................................7 3.3 Postorder Traversal................................7 3.4 Breadth-First Search Traversal..........................8 3.5 Implementations & Data Structures.......................8 3.5.1 Preorder Implementations........................8 3.5.2 Inorder Implementation.........................9 3.5.3 Postorder Implementation........................ 10 3.5.4 BFS Implementation........................... 12 3.5.5 Tree Walk Implementations....................... 12 3.6 Operations..................................... 12 4 Binary Search Trees 14 4.1 Basic Operations................................. 15 5 Balanced Binary Search Trees 17 5.1 2-3 Trees...................................... 17 5.2 AVL Trees..................................... 17 5.3 Red-Black Trees.................................. 19 6 Optimal Binary Search Trees 19 7 Heaps 19
    [Show full text]
  • Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space
    applied sciences Article Parallel Technique for the Metaheuristic Algorithms Using Devoted Local Search and Manipulating the Solutions Space Dawid Połap 1,* ID , Karolina K˛esik 1, Marcin Wo´zniak 1 ID and Robertas Damaševiˇcius 2 ID 1 Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, Poland; [email protected] (K.K.); [email protected] (M.W.) 2 Department of Software Engineering, Kaunas University of Technology, Studentu 50, LT-51368, Kaunas, Lithuania; [email protected] * Correspondence: [email protected] Received: 16 December 2017; Accepted: 13 February 2018 ; Published: 16 February 2018 Abstract: The increasing exploration of alternative methods for solving optimization problems causes that parallelization and modification of the existing algorithms are necessary. Obtaining the right solution using the meta-heuristic algorithm may require long operating time or a large number of iterations or individuals in a population. The higher the number, the longer the operation time. In order to minimize not only the time, but also the value of the parameters we suggest three proposition to increase the efficiency of classical methods. The first one is to use the method of searching through the neighborhood in order to minimize the solution space exploration. Moreover, task distribution between threads and CPU cores can affect the speed of the algorithm and therefore make it work more efficiently. The second proposition involves manipulating the solutions space to minimize the number of calculations. In addition, the third proposition is the combination of the previous two. All propositions has been described, tested and analyzed due to the use of various test functions.
    [Show full text]
  • Best-First Minimax Search Richard E
    Artificial Intelligence ELSEVIER Artificial Intelligence 84 ( 1996) 299-337 Best-first minimax search Richard E. Korf *, David Maxwell Chickering Computer Science Department, University of California, Los Angeles, CA 90024, USA Received September 1994; revised May 1995 Abstract We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space complexity from exponential to linear in the search depth, but at significant time cost. Our actual implementation saves the subtree generated for one move that is still relevant after the player and opponent move, pruning subtrees below moves not chosen by either player. We also show how to efficiently generate a class of incremental random game trees. On uniform random game trees, best-first minimax outperforms alpha-beta, when both algorithms are given the same amount of computation. On random trees with random branching factors, best-first outperforms alpha-beta for shallow depths, but eventually loses at greater depths. We obtain similar results in the game of Othello. Finally, we present a hybrid best-first extension algorithm that combines alpha-beta with best-first minimax, and performs significantly better than alpha-beta in both domains, even at greater depths. In Othello, it beats alpha-beta in two out of three games. 1. Introduction and overview The best chess machines, such as Deep-Blue [lo], are competitive with the best humans, but generate billions of positions per move.
    [Show full text]
  • Guru Nanak Dev University Amritsar
    FACULTY OF ENGINEERING & TECHNOLOGY SYLLABUS FOR B.TECH. COMPUTER ENGINEERING (Credit Based Evaluation and Grading System) (SEMESTER: I to VIII) Session: 2020-21 Batch from Year 2020 To Year 2024 GURU NANAK DEV UNIVERSITY AMRITSAR Note: (i) Copy rights are reserved. Nobody is allowed to print it in any form. Defaulters will be prosecuted. (ii) Subject to change in the syllabi at any time. Please visit the University website time to time. 1 CSA1: B.TECH. (COMPUTER ENGINEERING) SEMESTER SYSTEM (Credit Based Evaluation and Grading System) Batch from Year 2020 to Year 2024 SCHEME SEMESTER –I S. Course Credit Course Title L T P No. Code s 1. CEL120 Engineering Mechanics 3 1 0 4 Engineering Graphics & Drafting 2. MEL121 3 0 1 4 Using AutoCAD 3 MTL101 Mathematics-I 3 1 0 4 4. PHL183 Physics 4 0 1 5 5. MEL110 Introduction to Engg. Materials 3 0 0 3 6. Elective-I 2 0 0 2 SOA- 101 Drug Abuse: Problem, Management 2 0 0 2 7. and Prevention -Interdisciplinary Course (Compulsory) List of Electives–I: 1. PBL121 Punjabi (Compulsory)OR 2 0 0 2. PBL122* w[ZYbh gzikph OR 2 0 0 2 Punjab History & Culture 3. HSL101* 2 0 0 (1450-1716) Total Credits: 20 2 2 24 SEMESTER –II S. Course Code Course Title L T P Credits No. 1. CYL197 Engineering Chemistry 3 0 1 4 2. MTL102 Mathematics-II 3 1 0 4 Basic Electrical &Electronics 3. ECL119 4 0 1 5 Engineering Fundamentals of IT & Programming 4. CSL126 2 1 1 4 using Python 5.
    [Show full text]
  • Exploding Offers with Experimental Consumer Goods∗
    Exploding Offers with Experimental Consumer Goods∗ Alexander L. Brown Ajalavat Viriyavipart Department of Economics Department of Economics Texas A&M University Texas A&M University Xiaoyuan Wang Department of Economics Texas A&M University August 29, 2014 Abstract Recent theoretical research indicates that search deterrence strategies are generally opti- mal for sellers in consumer goods markets. Yet search deterrence is not always employed in such markets. To understand this incongruity, we develop an experimental market where profit-maximizing strategy dictates sellers should exercise one form of search deterrence, ex- ploding offers. We find that buyers over-reject exploding offers relative to optimal. Sellers underutilize exploding offers relative to optimal play, even conditional on buyer over-rejection. This tendency dissipates when sellers make offers to computerized buyers, suggesting their persistent behavior with human buyers may be due to a preference rather than a miscalculation. Keywords: exploding offer, search deterrence, experimental economics, quantal response equi- librium JEL: C91 D21 L10 M31 ∗We thank the Texas A&M Humanities and Social Science Enhancement of Research Capacity Program for providing generous financial support for our research. We have benefited from comments by Gary Charness, Catherine Eckel, Silvana Krasteva and seminar participants of the 2013 North American Economic Science Association and Southern Economic Association Meetings. Daniel Stephenson and J. Forrest Williams provided invaluable help in conducting the experimental sessions. 1 Introduction One of the first applications of microeconomic theory is to the consumer goods market: basic supply and demand models can often explain transactions in centralized markets quite well. When markets are decentralized, often additional modeling is required to explain the interactions of consumers and producers.
    [Show full text]
  • Adversarial Search (Game Playing)
    Artificial Intelligence Adversarial Search (Game Playing) Chapter 5 Adapted from materials by Tim Finin, Marie desJardins, and Charles R. Dyer Outline • Game playing – State of the art and resources – Framework • Game trees – Minimax – Alpha-beta pruning – Adding randomness State of the art • How good are computer game players? – Chess: • Deep Blue beat Gary Kasparov in 1997 • Garry Kasparav vs. Deep Junior (Feb 2003): tie! • Kasparov vs. X3D Fritz (November 2003): tie! – Checkers: Chinook (an AI program with a very large endgame database) is the world champion. Checkers has been solved exactly – it’s a draw! – Go: Computer players are decent, at best – Bridge: “Expert” computer players exist (but no world champions yet!) • Good place to learn more: http://www.cs.ualberta.ca/~games/ Chinook • Chinook is the World Man-Machine Checkers Champion, developed by researchers at the University of Alberta. • It earned this title by competing in human tournaments, winning the right to play for the (human) world championship, and eventually defeating the best players in the world. • Visit http://www.cs.ualberta.ca/~chinook/ to play a version of Chinook over the Internet. • The developers have fully analyzed the game of checkers and have the complete game tree for it. – Perfect play on both sides results in a tie. • “One Jump Ahead: Challenging Human Supremacy in Checkers” Jonathan Schaeffer, University of Alberta (496 pages, Springer. $34.95, 1998). Ratings of human and computer chess champions Typical case • 2-person game • Players alternate moves • Zero-sum: one player’s loss is the other’s gain • Perfect information: both players have access to complete information about the state of the game.
    [Show full text]